Perk progression disabled as of update 1007

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brkic1

FNG / Fresh Meat
Dec 15, 2011
51
0
0
There is no such thing as perks being locked. Sure they are locked from being updated to steam servers, but serverperks worked because it completely replaces ALL of the perks with custom ones and saves progression to disk (or to a remote location).

I dont know how marco would do it but this is how I would approach such a problem; clone or subclass the base perk class, remake all the perks with my custom perk class. A hypothetical serverperks would then load a custom subsystem (disables progression and switches over, more research needed) that reads from writes to these classes and saves to disk.

Once the way the game loads is reverse engineered, then work can start

Nothing is impossible in code. Effort is merely a limiting factor. :)

Hope TWI cuts people like you and Marco some slack.

We trust in you TWI dont lets us down please !
 
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forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
A protected variable/fn only stops non members from accessing the data. You can still create a SRPerk class and use said protected variables.

Yes but the issue gets extended as a couple of other perk functions or vars I should say are private, some though are easy to get around but others are confusing such as ServerSelectPerk
 
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poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
A protected variable/fn only stops non members from accessing the data. You can still create a SRPerk class and use said protected variables.

The problem is that most perk/stat-related functions are native...
 

Majnu

FNG / Fresh Meat
Apr 28, 2015
20
0
0
It wasn't random. There was a loophole in the security of the game so we closed it (along with several others). If those mutators had been loaded as mutators instead of serveractors they would have deranked servers from the start.

Security holes are important, especially in a game where stats are important. The massive player servers were also throwing off our stats collection (which is a major factor in how we make balance choices for the game). Any sort of mutator could have been loaded via that method (and we have reasons to believe some already were) to manipulate stats in anyway the creator wanted to.

If we wanted to "kill it", we could have. We didn't. Most of us find those servers fun (half the programming team was in one today).

The stats system is part of a walled garden, mods are a sandbox where anything goes. For now we are taking a similar aproach to how we treated Killing Floor 1. Mods can submit to be whitelisted (at some point) if they do not make changes to the core gameplay loop.

Thanks for your reply, when you put it like that then I guess it's reasonable. I only hope once you're done stat collecting that ranked >6 servers can be whitelisted.

I also thought health pools were increased accordingly for Zeds where there were above 6 players but then I did find it suspicious at times when Hans would be killed within 10-20 seconds and at other times a good few minutes.
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,273
4,048
113
Perk modder hooks are intended to be much more user friendly, but once again, we don't support code mods at this time and little to no work has gone into that particular aspect yet.
 

Chomesuke

FNG / Fresh Meat
Feb 22, 2013
14
0
0
Just updated my servers to 1007 and am running antiblocker, maxplayers, and gametype config mutators but now my servers all have perk progression disabled :( We need a custom perks mod Marco! :D

You don't get perk progression when you using maxplayers or anything above 6 players.